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Syntriax.Engine/Engine.Integration/Engine.Integration.MonoGame/Behaviours/SpriteBatcher.cs

44 lines
1.6 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
using Engine.Core;
namespace Engine.Integration.MonoGame;
public class SpriteBatcher : Behaviour, IFirstFrameUpdate, IDraw
{
private static Comparer<int> SortByPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private ISpriteBatch spriteBatch = null!;
private MonoGameCamera2D camera2D = null!;
private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.CullClockwiseFace };
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableSprite> drawableSprites = new(GetPriority(), SortByPriority());
public void FirstActiveFrame()
{
MonoGameWindowContainer windowContainer = Universe.FindRequiredBehaviour<MonoGameWindowContainer>();
camera2D = Universe.FindRequiredBehaviour<MonoGameCamera2D>();
spriteBatch = new SpriteBatchWrapper(windowContainer.Window.GraphicsDevice);
drawableSprites.Unassign();
drawableSprites.Assign(Universe);
}
public void Draw()
{
Matrix4x4 transformMatrix = Matrix4x4.Identity
.ApplyTranslation(new Vector2D(camera2D.Viewport.X, camera2D.Viewport.Y) * .5f)
.ApplyScale(new Vector3D(1f, -1f, 1f))
.ApplyMatrix(camera2D.ViewMatrix)
.Transposed;
spriteBatch.Begin(transformMatrix: transformMatrix.ToXnaMatrix(), rasterizerState: rasterizerState);
for (int i = 0; i < drawableSprites.Count; i++)
drawableSprites[i].Draw(spriteBatch);
spriteBatch.End();
}
}